/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlActor.h
Structure that determines a Body Modifier used during initialization of the physics control actor
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FInitialBodyModifier
TObjectPtr<AAc...
Actor
The owner of the mesh that that we will modify
FName
BoneName
If the mesh component is skeletal, then the name of the skeletal mesh bone to modify
bool
bUseSkeletalAnimation
If true then the target will be applied on top of the skeletal animation (if there is any)
ECollisionEnabl...
CollisionType
How the associated body should collide/interact
float
GravityMultiplier
Multiplier for gravity applied to the body.
FQuat
KinematicTargetOrientation
The target orientation when kinematic.
FVector
KinematicTargetPosition
The target position when kinematic.
FName
MeshComponentName
The mesh that will be modify.
EPhysicsMovemen...
MovementType
How the associated body should move.